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<td align="left" id="subTitle" class="titleTableSubTitle">Class&nbsp;BspTree</td><td align="right" id="subNav" class="titleTableSubNav"><a href="#propertySummary">Properties</a>&nbsp;| <a href="#methodSummary">Methods</a></td>
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<td class="classHeaderTableLabel">Package</td><td><a onclick="javascript:loadClassListFrame('class-list.html')" href="package-detail.html">com.derschmale.wick3d.core.bsp</a></td>
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<td class="classHeaderTableLabel">Class</td><td class="classSignature">public class BspTree</td>
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<td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">BspTree <img class="inheritArrow" alt="Inheritance" title="Inheritance" src="../../../../../images/inherit-arrow.gif"> <a href="BspNode.html">BspNode</a></td>
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<p></p>
  The BspTree object is the top most BspNode in a bsp tree. A bsp tree is a hierarchically data structure recursively dividing the world into half-spaces, called branches.
  The bottom most node is a leaf, which contains the triangles. Traversing the tree according to the camera's position, renders the scene without sorting errors.
  However, building a bsp tree is an intensive operation, and therefore should only be done once. As a result, it should not be used on animated objects.
  
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<span class="classHeaderTableLabel">See also</span>
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<a href="../bsp/BspNode.html" target="">com.derschmale.wick3d.core.bsp.BspNode</a>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../../../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="BspNode.html#negativeChild">negativeChild</a> : <a href="../bsp/BspNode.html">BspNode</a>
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   This node's child node on the negative side of the partition plane.</div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../../../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="BspNode.html#partitionPlane">partitionPlane</a> : <a href="../geometry/Plane.html">Plane</a>
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   The partition plane used to divide this node.</div>
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   This node's child node on the positive side of the partition plane.</div>
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<a class="signatureLink" href="#BspTree()">BspTree</a>(source:<a href="../objects/SpatialObject3D.html">SpatialObject3D</a>)</div>
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   Creates a BspTree object.</div>
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<a class="signatureLink" href="BspNode.html#addTriangle()">addTriangle</a>(triangle:<a href="../geometry/Triangle3D.html">Triangle3D</a>):void</div>
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   Adds a triangle to the node.</div>
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<a class="signatureLink" href="BspNode.html#addTriangles()">addTriangles</a>(triangles:Array):void</div>
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   Adds an array of triangles to the node.</div>
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<a class="signatureLink" href="#build()">build</a>():void</div>
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   Builds the BSP tree.</div>
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<a class="signatureLink" href="BspNode.html#childNodeContaining()">childNodeContaining</a>(object:<a href="../objects/SpatialObject3D.html">SpatialObject3D</a>):<a href="../bsp/BspNode.html">BspNode</a>
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   Return the leaf (most specific) node containing an object's origin point.</div>
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<a class="signatureLink" href="BspNode.html#render()">render</a>(camera:<a href="../../cameras/Camera3D.html">Camera3D</a>, graphics:Graphics):void</div>
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   Traverses the bsp-node with this node as a starting point and draws the triangles contained within.</div>
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<a name="constructorDetail"></a>
<div class="detailSectionHeader">Constructor detail</div>
<a name="BspTree()"></a>
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<td class="detailHeaderName">BspTree</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">constructor</td>
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<code>public function BspTree(source:<a href="../objects/SpatialObject3D.html">SpatialObject3D</a>)</code><p>
   Creates a BspTree object.
   
   </p><span class="label">Parameters</span>
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<td width="20px"></td><td><code><span class="label">source</span>:<a href="../objects/SpatialObject3D.html">SpatialObject3D</a></code> &mdash; The source SpatialObject3D used to generate the Bsp Tree. This can typically be World3D or a Model3D containing the static scene.
   
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<p>
<span class="label">See also</span>
</p>
<div class="seeAlso">
<a href="../objects/SpatialObject3D.html" target="">com.derschmale.wick3d.core.objects.SpatialObject3D</a>
<br>
<a href="../objects/Model3D.html" target="">com.derschmale.wick3d.core.objects.Model3D</a>
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<a href="../../display3D/World3D.html" target="">com.derschmale.wick3d.display3D.World3D</a>
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<div class="detailSectionHeader">Method detail</div>
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<td class="detailHeaderName">build</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td>
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<code>public override function build():void</code><p>
   Builds the BSP tree. It creates new child nodes and invokes the build function on the new children.
   </p></div>
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